Difference between revisions of "Magic Formulas"
Sonja says (talk | contribs) (→The Spell Book) |
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<b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 ) | <b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 ) | ||
+ | |||
+ | == Calculating Percent Guilds == | ||
+ | Percent Guilds, or % Guilds, refers to the current percentage of guilds a province has. | ||
+ | <b>% Guilds =</b> Total Number of [[Buildings#Guilds|Guilds]] / Total [[Throne#Top_Bar|Acres]] | ||
+ | |||
+ | == Effects of Percent Guilds == | ||
+ | === Spell Duration === | ||
+ | Percent Guilds is the sole factor involved in spell duration. The higher the percent guilds, the longer a spell will last. This remains true until the maximum duration for that particular spell is reached. | ||
+ | |||
+ | |||
+ | === Self Spells === | ||
+ | For self spells, a higher percent guilds results in a greater: | ||
+ | *Spell Duration | ||
+ | *Chance of a Successful Cast | ||
+ | |||
+ | |||
+ | === Offensive Spells === | ||
+ | For offensive spells, a higher percent guilds results in a greater: | ||
+ | *Spell Duration | ||
== Additional Information == | == Additional Information == |
Revision as of 15:24, 20 February 2023
Contents
Wizards Per Acre
The ratio of your WPA to your opponent's WPA will determine the success rate of your conducted magic spells.
Raw WPA
Raw WPA = Number of Wizards / Acres
Mod WPA
Offensive Modified WPA = Raw WPA * Channeling Science * Racial Mod * Honour Mod * Mage's Fury Mod
Defensive Modified WPA = Raw WPA * Channeling Science * Racial Mod * Honour Mod * Mage's Fury Mod * Magic Shield Mod
Limit Wizard training
Guilds train Wizards if it allowed and current number of Wizards is less then Maximum Allowed
Maximum Wizards Allowed to Train = Peasants * 2
Runes Cost Formula
Runes cost = ROUNDDOWN ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 )
Calculating Percent Guilds
Percent Guilds, or % Guilds, refers to the current percentage of guilds a province has.
% Guilds = Total Number of Guilds / Total Acres
Effects of Percent Guilds
Spell Duration
Percent Guilds is the sole factor involved in spell duration. The higher the percent guilds, the longer a spell will last. This remains true until the maximum duration for that particular spell is reached.
Self Spells
For self spells, a higher percent guilds results in a greater:
- Spell Duration
- Chance of a Successful Cast
Offensive Spells
For offensive spells, a higher percent guilds results in a greater:
- Spell Duration
Additional Information
The Utopia Guide | |
---|---|
Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
The Menus | Throne • Kingdom • News
Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
Advanced | MunkBot • Invitations • Reservations • Utopia • Province • World of Legends • Formulas |
Rules | Game Rules |
Races & Personalities | |
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Races | Avians • Dark Elves • Dwarves • Elves • Faeries • Halflings • Humans • Orcs • Undead |
Extinct Races | Bocans • Dryads • Gnomes |
Personalities | The Artisan • The Cleric • The Heretic • The Merchant • The Mystic • The Rogue • The Sage • The Shepherd • The Tactician • The War Hero • The Warrior |
Extinct Personalities | The Freak • The General • The Paladin • The Raider • The Undead • The Necromancer |